Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-25 Thread Joshua No

hybr wrote:
> Hi
> 
> It is usable with fixed function pipeline available, this does not prevent 
> you from using gl 3.2+ in any way
> i mean why would you disable fixed finction on pc app if it is still useful 
> for a whole lot of stuff? (apart from mobile apps with gles)
> 
> 


Haha that sounds suspiciously like a "but why would you ever want to do that?" 
answer (i.e. "It only hurts when I laugh Dr", "Then don't laugh").  As it turns 
out we are locked into the core profile for a lot of reasons, technical reasons 
like complicated interactions with OpenCL, and management reasons "no 
deprecated code", faster conversion to mobile, etc.

Nevertheless even if I didn't have those requirements I would still take lack 
of core profile support as a sign that work may not continue on this project, 
and incorporating it into new code may be ill advised.

Although I do not yet have stereo support I've gone ahead and implemented glow 
with osg cameras and FBOs.  osgPPU was probably overkill for me anyway.

Thanks,
j

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52863#52863





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-24 Thread Joshua No
Are you compiling it against an OpenGL 3.2 or higher OSG build?  I say 
abandoned because there was no response to my original post for more then 8 
months, and there appears to be no activity in the repository for quite some 
time.

Maybe I'm doing something wrong, but as far as I can tell osgPPU only works for 
OpenGL < 3.2.

I only need one feature anyway which is glow, so I'm working on implementing 
that with RTT / MRT in OSG directly now. But it would be handy if osgPPU was 
usable.

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52853#52853





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to create glow effect in OSG

2013-02-24 Thread Joshua No
I'd love to know the answer to this too, since osgPPU appears to be abandoned.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52848#52848





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-24 Thread Joshua No
There's been no response to this for quite some time, so I'm guessing osgPPU is 
abandoned?  I've tried compiling it a number of different ways on a number of 
different platforms, but it doesn't look like it works any-longer with current 
OpenGL.  

Meanwhile any tips on OSG-only glow implementation? The main forum continually 
refers to osgPPU, but since that's not an option any longer how would one do 
this?  Multitexture plus Multipass?

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52847#52847





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Get VBO identifier

2012-07-23 Thread Joshua No
That's interesting but I'm actually asking *where* in the setup of OSG are you 
initializing OpenCL? I can't find a post OpenGL setup callback so I'm having to 
do OpenCL initialization in my geometry object which is strange.

I want to know of you have a better place that works to setup the OpenCL 
context.

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49005#49005





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Get VBO identifier

2012-07-23 Thread Joshua No
What do you know, I have the exact same question I was about to post.  Sorry I 
don't have the answer, but I wanted to add my vote to this question.  

By the way, where are you initializing your OpenCL context?

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48999#48999





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Custom platform specific device initilization

2012-07-23 Thread Joshua No
So I've been able to get it working by putting the OpenCL context 
initialization into compileGLObjects for a particular custom geometry, but of 
course this is not a very good place to put this code.  

I still can't find any documentation or discussion on standard entry points for 
setup and display.  Is it call backs, is it sub-classing the view, or the 
camera or some other object? Is there no established way? 

Digging into osgCompute to see how they did it and it also seem to be 
implemented in an odd place.  They check for CUDA initialization during 
'accept' method of node visitor traversal.  Very bizarre.

So is there really simply no place to hook into the initialization code?

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48997#48997





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Custom platform specific device initilization

2012-07-19 Thread Joshua No
I'm working on integrating OpenCL with OSG, and I'm trying to figure out the 
best with to initialize the OpenCL context. 

In particular I'm testing initially on windows and I'm trying to grab the 
hardware device context and wgl contexts using GraphicsWindowWin32 like so:


Code:

osgViewer::GraphicsWindowWin32* gw = 
dynamic_cast (camera->getGraphicsContext());

cl_context_properties props[] =
{
CL_GL_CONTEXT_KHR, (cl_context_properties)gw->getWGLContext(),
CL_WGL_HDC_KHR, (cl_context_properties)gw->getHDC(),
CL_CONTEXT_PLATFORM, (cl_context_properties)firstPlatformId,
0
};

context = clCreateContext(props, 1, &devices[0], NULL, NULL, &err);




However, I can't tell if it's working yet because I can't figure out when to 
call this initialization.  I can't find any post window create callback or 
other appropriate place to do custom initialization after the window system has 
been initialized and ready for drawing, but before the first draw calls.

If I use a static init in a viewer.done() loop, the OpenCL context can't 
initialize the GPU device, so perhaps the code above is not the right way to 
grab the context anyway.  

Any advice would be much appreciated.

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48942#48942





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG OpenCL

2012-06-25 Thread Joshua No
So I'm relatively new to OSG and I'm having trouble getting up to speed with 
all the site outages, and I'm trying to suss out the proper way to use OpenCL 
with OSG.

I see there's been some work with CUDA, but of course that doesn't help.  Seems 
like there are some straightforward ways to do OpenCL as alluded to with this 
post:

compileGLObjects problem (http://forum.openscenegraph.org/viewtopic.php?t=9868)

Although this leaves implementation details to the reader. So is this the 
recommended path to do shared memory OpenCL integration? Any other examples 
that anyone can point me too?  

There's surprising little OpenCL discussion on this form, so any help would be 
much appreciated.

Thank you very much any guidance.[/url]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48490#48490





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] osgPPU with GL3

2012-06-25 Thread Joshua No
I've tried compiling osgPPU with ~> OpenGL 3.1  osg build but I'm having 
trouble.  Seems osgPPU is not ready for the current OpenGL release?  Any plans? 
 Or am I doing it wrong?

I really need to do blurs and other effects in our OSG based application. 

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48488#48488





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] OSX build (not Xcode)

2012-04-28 Thread Joshua No
Thanks for info.  It would be nice if the build system was updated so that it 
would test lipo on libraries before using them in the project. 32bit libraries 
are not uncommon at least on our Macs, so we have to do a lot of hiding of 
libraries to get OSG to build since cmake will happily point to incompatible 
32bit libraries.  Nevertheless, we did that and the build works, however, the 
ffmpeg plugin requires the linker flags that for some reason cmake is not 
adding, so I have to add them manually to the link.txt file (don't know how to 
add them in cmake).

-lmp3lame -lx264 -lbz2 -lfaad

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47025#47025





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [build] OSX build (not Xcode)

2012-04-12 Thread Joshua No
We are trying to build and test OSG.  We're not using Xcode, we're using 
typical command line dev tools. We've been able to solve most of the build 
errors with ./configure trying to grab 32bit libraries, but this one seems to 
be missing the library all together. At the 97% mark we get the following 
errors:


[ 97%] Built target osgdb_txp
Linking CXX shared module ../../../lib/osgPlugins-3.1.2/osgdb_ffmpeg.so
Undefined symbols for architecture x86_64:
  "_BZ2_bzDecompressInit", referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  "_BZ2_bzDecompress", referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  "_BZ2_bzDecompressEnd", referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  "_NeAACDecOpen", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecClose", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecGetCurrentConfiguration", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecSetConfiguration", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecInit", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecInit2", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecDecode", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_NeAACDecGetErrorMessage", referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  "_lame_close", referenced from:
  _MP3lame_encode_close in libavcodec.a(libmp3lame.o)
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_encode_buffer", referenced from:
  _MP3lame_encode_frame in libavcodec.a(libmp3lame.o)
  "_lame_encode_buffer_interleaved", referenced from:
  _MP3lame_encode_frame in libavcodec.a(libmp3lame.o)
  "_lame_encode_flush", referenced from:
  _MP3lame_encode_frame in libavcodec.a(libmp3lame.o)
  "_lame_init", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_in_samplerate", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_out_samplerate", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_num_channels", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_quality", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_mode", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_brate", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_bWriteVbrTag", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_disable_reservoir", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_init_params", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_get_framesize", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_VBR", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_lame_set_VBR_q", referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  "_x264_encoder_close", referenced from:
  _X264_close in libavcodec.a(libx264.o)
  "_x264_param_default", referenced from:
  _X264_init in libavcodec.a(libx264.o)
  "_x264_encoder_open_80", referenced from:
  _X264_init in libavcodec.a(libx264.o)
  "_x264_encoder_headers", referenced from:
  _X264_init in libavcodec.a(libx264.o)
  "_x264_encoder_encode", referenced from:
  _X264_frame in libavcodec.a(libx264.o)
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make[2]: *** [lib/osgPlugins-3.1.2/osgdb_ffmpeg.so] Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2

Any tips would be very helpful.

Thanks

P.S. This is from the latest github master branch (as of evening April 5th 
2012).

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46914#46914





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org